Method and apparatus for configuring an accessory device

ABSTRACT

The subject disclosure may include, for example, a method for determining a current performance of a gamer during a first gaming session of a gaming application, where the performance is determined from a first plurality of stimulus signals generated by a gaming accessory during the first gaming session according to a configuration setting assigned to the gaming accessory, identifying a prior performance of the gamer during a prior gaming session of the gaming application, where the prior performance is determined from a second plurality of stimulus signals generated by the gaming accessory according to the configuration setting, comparing the current performance to the prior performance to determine a change in performance of the gamer, and adjusting the configuration setting assigned to the gaming accessory according to the change in the performance of the gamer. Other embodiments are disclosed.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a Divisional Application of U.S. application Ser.No. 13/787,126, filed Mar. 6, 2013, which is incorporated herein byreference in its entirety.

FIELD OF THE DISCLOSURE

The present disclosure relates generally to a method and apparatus forconfiguring an accessory device.

BACKGROUND

It is common today for gamers to utilize more than one gaming accessory.This is especially true of gamers who play on-line games or competitivegames in a team or individual configuration. Gamers can have at theirdisposal accessories such as a keyboard, a general purpose gaming pad, amouse, a gaming console controller, a headset with a built-in microphoneto communicate with other players, a joystick, a computer console, orother common gaming accessories.

A gamer can frequently use a combination of these accessories in onegame (e.g., headset, a keyboard, and mouse). Efficient management andutilization of these accessories can frequently impact a gamer's abilityto compete. Gamers frequently desire to improve game-playing ability andexperiences.

Accessory management can have utility in other disciplines which may notrelate to gaming applications. Efficient use of accessories in theseother disciplines can be important to other users.

BRIEF DESCRIPTION OF THE DRAWINGS

Reference will now be made to the accompanying drawings, which are notnecessarily drawn to scale, and wherein:

FIG. 1 depicts an illustrative embodiment of a Graphical User Interface(GUI) generated by an Accessory Management Software (AMS) applicationaccording to the present disclosure;

FIGS. 2-3 depict illustrative embodiments for communicatively coupling agaming controller to a computing device;

FIG. 4 depicts an illustrative embodiment of a communication device;

FIGS. 5-7 depict methods describing illustrative embodiments of the AMSapplication;

FIGS. 8 and 9A-9D depict methods describing illustrative embodiments ofadaptive configuration settings controllable by the AMS application;

FIGS. 10-11 depicts illustrative embodiments of communication flowdiagrams utilized by the AMS application;

FIGS. 12-13 depict illustrative embodiments for gamer hardwarestatistics and gamer performances;

FIG. 14 depicts an illustrative diagrammatic representation of a machinein the form of a computer system within which a set of instructions,when executed, may cause the machine to perform any one or more of themethodologies disclosed herein.

DETAILED DESCRIPTION

The subject disclosure describes, among other things, illustrativeembodiments for collecting, processing, cataloguing and presentingperformances of gamers and gaming accessories via a social network.Other embodiments are contemplated by the subject disclosure.

One embodiment of the present disclosure can entail a computer-readablestorage medium having instructions, which when executed by a processor,cause the processor to perform operations including identifying a firstperformance snapshot of a first gaming session of a gaming application.The first performance snapshot can include a first plurality of stimulussignals generated by a gaming accessory during the first gaming sessionaccording to a configuration setting assigned to the gaming accessory.The processor can further perform operations for identifying a secondperformance snapshot of a second gaming session of the gamingapplication, where the second gaming session occurred prior to the firstgaming session. The second performance snapshot can include a secondplurality of stimulation stimulus signals generated by the gamingaccessory according to the configuration setting assigned to the gamingaccessory. The processor can also perform operations for comparing thefirst performance snapshot to the second performance snapshot todetermine a change in performance of a gamer's utilization of the gamingaccessory. In turn, the processor can perform operations for adjustingthe configuration setting assigned to the gaming accessory according tothe change in the performance of the gamer's utilization of the gamingaccessory.

One embodiment of the present disclosure can entail a device having amemory for storing instructions, and a processor coupled to the memory.When executing the instructions, the processor can perform operationsfor including processing a plurality of stimulus signals generated by agaming accessory according to a configuration setting associated withthe gaming accessory to generate a plurality of stimulations. Theprocessor can also perform operations for transmitting the plurality ofstimulations to a gaming application. The processor can performoperations for receiving from the gaming application a plurality of gameaction results responsive transmitting the plurality of stimulations.The processor can further perform operations for comparing the pluralityof game action results. The processor can perform operations fordetermining whether the plurality of game action results exceed or fallbelow a targeted performance threshold. The processor can, in turn,perform operations for adjusting the configuration setting according tothe determination.

One embodiment of the present disclosure can entail a method fordetermining a current performance of a gamer during a first gamingsession of a gaming application, where the performance is determinedfrom a first plurality of stimulus signals generated by a gamingaccessory during the first gaming session according to a configurationsetting assigned to the gaming accessory, identifying a priorperformance of the gamer during a prior gaming session of the gamingapplication, where the prior performance is determined from a secondplurality of stimulus signals generated by the gaming accessoryaccording to the configuration setting, comparing the currentperformance to the prior performance to determine a change inperformance of the gamer, and adjusting the configuration settingassigned to the gaming accessory according to the change in theperformance of the gamer.

FIG. 1 depicts an illustrative embodiment of a Graphical User Interface(GUI) generated by an Accessory Management Software (AMS) applicationaccording to the present disclosure. The AMS application can be executedby a computing device such as a desktop computer, a laptop computer, aserver, a mainframe computer, a gaming console, a gaming accessory, orcombinations or portions thereof. The AMS application can also beexecuted by portable computing devices (with computing resources) suchas a cellular phone, a personal digital assistant, or a media player(such as an iPOD™). It is contemplated that the AMS application can beexecuted by any device with suitable computing resources.

FIG. 2 illustrates a number of embodiments for utilizing a wirelessdongle 203 with gaming controller 115 or a gaming console (hereinreferred to as gaming console 206). In the illustration of FIG. 2, theUSB portion of the dongle 203 can be physically engaged with the gamingcontroller 115 or the gaming console 206. The dongle 203 in either ofthese configurations can facilitate wireless communications 204 betweenthe gaming controller 115 and the gaming console 206 (e.g., WiFi,Bluetooth, ZigBee, or proprietary protocol). It is contemplated thatfunctions of the dongle 203 can in whole or in part be an integral partof the gaming controller 115 or the gaming console 206. It is alsocontemplated that the AMS application can in whole or in part beexecuted by computing resources of the dongle 203.

In one embodiment, the gaming controller 115 can be tethered to acomputer computing device such as the gaming console 206 by a cable(e.g., USB cable) as shown in FIG. 3 to provide a means of communicationless susceptible to electromagnetic interference or other sources ofwireless interference. In one embodiment, the gaming controller 115 andthe gaming console 206 can have an integrated wireless interface forwireless communications. It is contemplated that the AMS application canin whole or in part be executed by computing resources of the gamingcontroller 115, the gaming console 206, or combinations thereof.

FIG. 4 depicts an illustrative embodiment of a communication device 400.Communication device 400 can serve in whole or in part as anillustrative embodiment of the devices depicted in FIGS. 1-3. Thecommunication device 400 can comprise a wireline and/or wirelesstransceiver 402 (herein transceiver 402), a user interface (UI) 404, apower supply 414, a proximity sensor 416, a motion sensor 418, anorientation sensor 420, and a controller 406 for managing operationsthereof. The transceiver 402 can support short-range or long-rangewireless access technologies such as Bluetooth, WiFi, Digital EnhancedCordless Telecommunications (DECT), or cellular communicationtechnologies, just to mention a few. Cellular technologies can include,for example, CDMA-1X, UMTS/HSDPA, GSM/GPRS, TDMA/EDGE, EV/DO, WiMAX,software defined radio (SDR), Long Term Evolution (LTE), as well asother next generation wireless communication technologies as they arise.The transceiver 402 can also be adapted to support circuit-switchedwireline access technologies (such as PSTN), packet-switched wirelineaccess technologies (such as TCP/IP, VoIP, etc.), and combinationsthereof.

The UI 404 can include a depressible or touch-sensitive keypad 408coupled to a navigation mechanism such as a roller ball, a joystick, amouse, or a navigation disk for manipulating operations of thecommunication device 400. The keypad 408 can be an integral part of ahousing assembly of the communication device 400 or an independentdevice operably coupled thereto by a tethered wireline interface (suchas a USB cable) or a wireless interface supporting for exampleBluetooth. The keypad 408 can represent a numeric keypad, and/or aQWERTY keypad with alphanumeric keys. The UI 404 can further include adisplay 410 such as monochrome or color LCD (Liquid Crystal Display),OLED (Organic Light Emitting Diode) or other suitable display technologyfor conveying images to an end user of the communication device 400.

In an embodiment where the display 410 is touch-sensitive, a portion orall of the keypad 408 can be presented by way of the display 410 withnavigation features (e.g., an iPad™, iPhone™, or Android™ phone ortablet). As a touch screen display, the communication device 400 can beadapted to present a user interface with graphical user interface (GUI)elements that can be selected by a user with a touch of a finger. Thetouch screen display 410 can be equipped with capacitive, resistive orother forms of sensing technology to detect how much surface area of auser's finger has been placed on a portion of the touch screen display.This sensing information can be used to control the manipulation of theGUI elements.

The UI 404 can also include an audio system 412 that utilizes commonaudio technology for conveying low volume audio (such as audio heardonly in the proximity of a human ear) and high volume audio (such asspeakerphone for hands free operation, stereo or surround sound system).The audio system 412 can further include a microphone for receivingaudible signals of an end user. The audio system 412 can also be usedfor voice recognition applications. The UI 404 can further include animage sensor 413 such as a charged coupled device (CCD) camera forcapturing still or moving images and performing image recognitiontherefrom.

The power supply 414 can utilize common power management technologiessuch as replaceable or rechargeable batteries, supply regulationtechnologies, and charging system technologies for supplying energy tothe components of the communication device 400 to facilitate long-rangeor short-range portable applications. Alternatively, the charging systemcan utilize external power sources such as DC power supplied over aphysical interface such as a USB port or by way of a power cord attachedto a transformer that converts AC to DC power.

The proximity sensor 416 can utilize proximity sensing technology suchas an electromagnetic sensor, a capacitive sensor, an inductive sensor,an image sensor or combinations thereof. The motion sensor 418 canutilize motion sensing technology such as an accelerometer, a gyroscope,or other suitable motion sensing technology to detect movement of thecommunication device 400 in three-dimensional space. The orientationsensor 420 can utilize orientation sensing technology such as amagnetometer to detect the orientation of the communication device 400(North, South, West, East, combined orientations thereof in degrees,minutes, or other suitable orientation metrics).

The communication device 400 can use the transceiver 402 to alsodetermine a proximity to a cellular, WiFi, Bluetooth, or other wirelessaccess points by common sensing techniques such as utilizing a receivedsignal strength indicator (RSSI) and/or a signal time of arrival (TOA)or time of flight (TOF). The controller 406 can utilize computingtechnologies such as a microprocessor, a digital signal processor (DSP),and/or a video processor with associated storage memory such as Flash,ROM, RAM, SRAM, DRAM or other storage technologies.

Other components not shown in FIG. 4 are contemplated by the presentdisclosure. For instance, the communication device 400 can include areset button (not shown). The reset button can be used to reset thecontroller 406 of the communication device 400. In yet anotherembodiment, the communication device 400 can also include a factorydefault setting button positioned below a small hole in a housingassembly of the communication device 400 to force the communicationdevice 400 to re-establish factory settings. In this embodiment, a usercan use a protruding object such as a pen or paper clip tip to reachinto the hole and depress the default setting button.

The communication device 400 as described herein can operate with moreor less components described in FIG. 4 to accommodate the implementationof the devices described by the present disclosure. These variantembodiments are contemplated by the present disclosure.

FIGS. 5-7 depict methods 500-700 describing illustrative embodiments ofthe AMS application. Method 500 can begin with step 502 in which the AMSapplication is invoked in a computing device. The computing device canbe a remote server (not shown), the gaming console 206 of FIGS. 2-3, orany other computing device with suitable computing resources. Theinvocation step can result from a user selection of the AMS applicationfrom a menu or iconic symbol presented on a desktop of the computingdevice by an operating system (OS) managing operations thereof. In step504, the AMS application can detect by way of drivers in the OS aplurality of operationally distinct accessories communicatively coupledto the computing device. The accessories can be coupled to the computingdevice by a tethered interface (e.g., USB cable), a wireless interface(e.g., Bluetooth or Wireless Fidelity—WiFi), or combinations thereof.

In the present context, an accessory can represent any type of devicewhich can be communicatively coupled to the computing device (or anintegral part of the computing device) and which can control aspects ofthe OS and/or a software application operating in the computing device.An accessory can represent for example a keyboard, a touch screendisplay, a gaming pad, a gaming controller, a mouse, a joystick, amicrophone, or a headset with a microphone—just to mention a few.

In step 506, the AMS application presents a GUI 101 such as depicted inFIG. 1 with operationally distinct accessories such as a keyboard 108,and a gaming controller 115. The GUI 101 presents the accessories108-116 in a scrollable section 117. One or more accessories can beselected by a user with a mouse pointer. In this illustration, thekeyboard 108 and the gaming controller 115 were selected forcustomization. Upon selecting the keyboard 108 and the gaming controller115 from the scrollable window of section 117, the AMS applicationpresents the keyboard 108 and the gaming controller 115 in split windows118, 120, respectively, to assist the user during the customizationprocess.

In step 508, the AMS application can be programmed to detect auser-selection of a particular software application such as a game. Thisstep can be the result of the user entering in a Quick Search field 160the name of a gaming application (e.g., World of Warcraft™ or WoW). Uponidentifying a gaming application, the AMS application can retrieve instep 510 from a remote or local database gaming application actionswhich can be presented in a scrollable section 139 of the GUIrepresented as “Actions” 130. The actions can be tactical actions 132,communication actions 134, menu actions 136, and movement actions 138which can be used to invoke and manage features of the gamingapplication.

The actions presented descriptively in section 130 of the GUI canrepresent a sequence of accessory input functions which a user canstimulate by button depressions, navigation or speech. For example,depressing the left button on the mouse 110 can represent the tacticalaction “Reload”, while the simultaneous keyboard depressions “Ctrl A”can represent the tactical action “Melee Attack”. For ease of use, the“Actions” 130 section of the GUI is presented descriptively rather thanby a description of the input function(s) of a particular accessory.

Any one of the Actions 130 can be associated with one or more inputfunctions of the accessories being customized in windows 118 and 120 byway of a drag and drop action or other customization options. Forinstance, a user can select a “Melee Attack” by placing a mouse pointer133 over an iconic symbol associated with this action. Upon doing so,the symbol can be highlighted to indicate to the user that the icon isselectable. At this point, the user can select the icon by holding theleft mouse button and drag the symbol to any of the input functions(e.g., buttons) of the keyboard 108 or selectable options of the gamingcontroller 115 to make an association with an input function of one ofthese accessories. Actions of one accessory can also be associated withanother accessory that is of a different category. For example, keydepressions “Ctrl A” of the key board 108 can be associated with one ofthe buttons of the gaming controller 115 (e.g., the left button 119).

In one embodiment, a Melee Attack action can be associated by draggingthis action to either the left button 119 or right button 120 of thegaming controller 115. Thus, when the selected button is depressed, thestimulus signal that is generated by the selected button of the gamingcontroller 115 can be substituted by the AMS application with the MeleeAttack action. In another embodiment, the Melee Action can be associatedwith a combination of key button presses (e.g., simultaneous depressionof the left and right buttons 119, 121, or a sequence of buttondepressions: two rapid left button depressions followed by a rightbutton depression).

In yet another embodiment, the Melee Action can be associated withmovement of the gaming controller 115 such as, for example, rapidmovement or shaking of the gaming controller 115. In a furtherembodiment, the AMS application can be adapted to make associations withtwo dimensional or three dimensional movements of the gaming controller115 according to a gaming venue state. For example, suppose the player'savatar enters a fighter jet. In this gaming venue state, moving the leftnavigation knob forward can be associated by the AMS application withcontrolling the throttle of the jet engines. Rapidly moving the gamingcontroller 115 downward can represent release of munitions such as abomb.

In a gaming venue state where the gamer's avatar has entered a building,lifting of the gaming controller 115 above a first displacementthreshold can be associated with a rapid movement of the avatar up onefloor. A second displacement threshold can be associated with a rapidmovement of the avatar down one floor—the opposite of the firstdisplacement threshold. Alternatively, the second displacement thresholdcould be associated with a different action such as jumping betweenbuildings when the avatar is on the roof of a building.

The AMS application can associate standard stimuli generated bymanipulating a gaming accessory with substitute stimuli that controlgaming actions of a video game. The AMS application can be adapted toperform these associations based on a gaming venue state such as theones described above. Accordingly, the associations made between stimulisupplied by an accessory such as the gaming controller 115 can be venuestate dependent. The gaming venue state can be a description of a gamingstate (e.g., entering a tank which requires the use of gaming controlsfor a tank), captured images of the gaming venue state (e.g., one ormore still images of a tank, or a video of an avatar entering a tank),and/or application programming instructions (API) messages which can bereceived from the gaming application to enable the AMS application toidentify the occurrence of a particular gaming venue state.

At step 512 the AMS application can also respond to a user selection ofa profile. A profile can be a device profile or master profile invokedby selecting GUI button 156 or 158, each of which can identify theassociation of gaming actions with input functions of one or moreaccessories. If a profile selection is detected in step 512, the AMSapplication can retrieve in step 514 macro(s) and/or prior associationsdefined by the profile. The actions and/or macros defined in the profilecan also be presented in step 516 by the AMS application in the actionscolumn 130 of the GUI 101 to modify existing profile associations orcreate new associations.

In step 518, the AMS application can also respond to a user selection tocreate a macro. A macro in the present context can mean any actionablecommand which can be recorded by the AMS application. An actionablecommand can represent a sequence of stimuli generated by manipulatinginput functions of an accessory, a combination of actions in the Actionsection 130, an identification of a software application to be initiatedby an operating system (OS), or any other recordable stimulus signal toinitiate, control or manipulate software applications. For instance, amacro can represent a user entering the identity of a softwareapplication (e.g., instant messaging tool) to be initiated by an OS uponthe AMS application detecting through speech recognition a speechcommand.

A macro can also represent recordable speech delivered by a microphonesingly or in combination with a headset for detection by anothersoftware application through speech recognition or for delivery of therecorded speech to other parties. In yet another embodiment a macro canrepresent recordable navigation of an accessory such as a joystick ofthe gaming controller 115, recordable selections of buttons of thegaming controller 115, and so on. Macros can also be combinations of theabove illustrations with selected actions from the Actions 130 menu.Macros can be created from the GUI 101 by selecting a “Record Macro”button 148. The macro can be given a name and category in user-definedfields 140 and 142.

Upon selecting the Record Macro button 148, a macro can be generated byselection of input functions on an accessory (e.g., Ctrl A, speech,navigation knob movements of the gaming controller 115, etc.) and/or bymanual entry in field 144 (e.g., typing the name and location of asoftware application to be initiated by an OS, such as an instantmessaging application, keyboard entries such as Ctrl A, etc.). Once themacro is created, it can be tested by selecting button 150 which canrepeat the sequence specified in field 144. The clone button 152 can beselected to replicate the macro sequence if desired. Fields 152 can alsopresent timing characteristics of the stimulation sequence in the macrowith the ability to modify and thereby customize the timing of one ormore stimulations in the stimulation sequence. Once the macro has beenfully defined, selection of button 154 records the macro in step 520.The recording step can be combined with a step for adding the macro tothe associable items Actions column 130, thereby providing the user themeans to associate the macro with input functions of the accessories(e.g., one or more keys of the keyboard 108, buttons of the gamingcontroller 115, etc.).

In step 522, the AMS application can respond to drag and dropassociations of actions and input functions of the keyboard 108 or thegaming controller 115. Associations can also be made based on the two orthree dimensional movements of the gaming controller 115. If user inputindicates that a user is performing an association, the AMS applicationcan proceed to step 524 where it can determine if a profile has beenidentified in step 512 to record the association(s) detected. If aprofile has been identified, the associations are recorded and/or storedin the profile in step 526. If a profile has not been identified in step512, the AMS application can create a profile in step 528 for recordingthe detected associations. In the same step, the user can name the newlycreated profile as desired. The newly created profile can also beassociated with one or more gaming software applications in step 530 forfuture reference. The AMS application can also record in a profile instep 526 associations based on gaming venue states. In this embodimentthe same stimuli generated by the gaming controller 115 can result indifferent substitutions based on the gaming venue state detected by theAMS application.

The AMS application can be adapted to utilize image processingtechnology to detect a gaming venue state according to pre-stored imagesor video clips stored in the profile. For example, the AMS applicationcan use image processing technology to identify an avatar of a gamer andtrack what the avatar does as directed by the gamer. For example, if theavatar enters a tank, the image processing technology of the AMSapplication can detect a gaming venue state associated with the use of atank, and thereby identify associations between accessory stimuli andsubstitute stimuli according to the detected gaming venue state.

Referring back to step 526, once the associations have been recorded ina profile, the AMS application can determine in step 532 which of theaccessories shown illustratively in FIGS. 1-3 are programmable andavailable for programming If the AMS application detects that theaccessories (e.g., keyboard 108, gaming controller 115) arecommunicatively coupled to a computing device from which the AMSapplication is operating (e.g., gaming console 306) and programmable,the AMS application can proceed to step 534 of FIG. 5 where it submitsthe profile and its contents for storage in one of the accessories(e.g., the gaming controller 115 in FIGS. 2-3) or the dongle 203. Oncethe gaming controller 115, dongle 303, or combinations thereof areprogrammed with the profile, such devices can perform stimulisubstitutions according to the associations recorded by the AMSapplication in the profile. Alternatively, the AMS application can storethe profile in the computing device 206 of FIGS. 2-3 and performsubstitutions of stimuli supplied by the gaming controller 115 accordingto associations recorded in the profile by the AMS application.

The GUI 101 of FIG. 1 presented by the AMS application can have otherfunctions. For example, the GUI 101 can provide options for layout ofthe accessory selected (button 122), how the keyboard is illuminatedwhen associations between input functions and actions are made (button134), and configuration options for the accessory (button 126). The AMSapplication can adapt the GUI 101 to present more than one functionalGUI page. For instance, by selecting button 102, the AMS application canadapt the GUI 101 to present a means to create macros and associateactions to accessory input functions as depicted in FIG. 1. Selectingbutton 104 can cause the AMS application to adapt the GUI 101 to presentstatistics from stimulation information and/or gaming action resultscaptured by the AMS application. Selecting button 106 can also cause theAMS application to adapt the GUI 101 to present promotional offers andsoftware updates.

The steps of method 500 in whole or in part can be repeated until adesirable pattern is achieved of associations between stimulus signalsgenerated by accessories and substitute stimuli. It would be apparent toan artisan with ordinary skill in the art that there can be numerousother approaches to accomplish the embodiments described by method 500or variants thereof. These undisclosed approaches are contemplated bythe present disclosure.

FIG. 6 depicts a method 600 for illustrating the operations of the AMSapplication for either of the configurations shown in FIGS. 2-3. In theconfigurations of FIGS. 2-3, the AMS application can be operating inwhole or in part from the gaming controller 115, the dongle 203, thegaming console 206, a remote server (not shown), or a computing devicesuch as a desktop computer (also not shown). For illustration purposes,it is assumed the AMS application operates from the gaming console 206.Method 600 can begin with the AMS application establishingcommunications in steps 602 and 604 between the gaming console 206 and agaming accessory such as the gaming controller 115, and a headset 114such as shown in FIG. 1. These steps can represent for example a userstarting the AMS application from the gaming console 206 and/or the userinserting at a USB port of the gaming console 206 a connector of a USBcable tethered to the gaming controller 115, which invokes the AMSapplication. In step 606, the gaming controller 115 and/or headset 114can in turn provide the AMS application one or more accessory ID's, orthe user can provide by way of a keyboard or the gaming controller 115user identification. With the accessory ID's, or user input the AMSapplication can identify in step 608 a user account associated with thegaming controller 115 and/or headset 114. In step 610, the AMSapplication can retrieve one or more profiles associated with the useraccount.

In step 612, the user can be presented by way of a display coupled tothe gaming console 206 profiles available to the user to choose from. Ifthe user makes a selection, the AMS application proceeds to step 614where it retrieves from the selected profiles the association(s) storedtherein. If a selection is not made, the AMS application can proceed tostep 616 where it can determine whether a software gaming application(e.g., video game) is operating from the gaming console 206 or whetherthe gaming console 206 is communicating with the software gamingapplication by way of a remote system communicatively coupled to thegaming console 206 (e.g., on-line gaming server(s) presenting, forexample, World of Warcraft™). If a gaming software application isdetected, the AMS application proceeds to step 617 where it retrieves aprofile that matches the gaming application detected and theassociation(s) contained in the profile. As noted earlier,association(s) can represent accessory stimulus signals, stimulationsgenerated by AMS, navigation, and speech, invocation of other softwareapplications, macros or other forms of suitable associations that resultin substitute stimulations. The accessory stimulus signals can begenerated by the gaming controller 115, other accessories (e.g., headset114), or combinations thereof.

Once a profile and its contents have been retrieved in either of steps614 or step 617, the AMS application can proceed to step 719 of FIG. 7where it monitors for a change in a gaming venue state based on thepresentations made by the gaming application, or API messages suppliedby the gaming application. At the start of a game, for example, thegaming venue state can be determined immediately depending on the gamingoptions chosen by the gamer. The AMS application can determine thegaming venue state by tracking the gaming options chosen by a gamer,receiving an API instruction from the gaming application, or byperforming image processing on the video presentation generated by thegaming application. For example, the AMS application can detect that thegamer has directed an avatar to enter a tank. The AMS application canretrieve in step 719 associations for the gaming controller 115 forcontrolling the tank.

The AMS application can process movements of the gaming controller 115forwards, backwards, or sideways in two or three dimensions to controlthe tanks movement. Similarly, rotating the gaming controller 115 ortilting the gaming controller 115 forward can cause an accelerometer,gyro or magnetometer of the gaming controller 115 to providenavigational data to the AMS application which can be substituted withan action to cause the tank to turn and/or move forward. The profileretrieved by the AMS application can indicate that the greater theforward tilt of the gaming controller 115, the greater the speed of thetank should be moving forward. Similarly, a rear tilt can generatenavigation data that is substituted with a reverse motion and/ordeceleration of the forward motion to stop or slow down the tank. Athree dimensional lift of the mouse can cause the tank to steeraccording to the three dimensional navigation data provided by thegaming controller 115. For example, navigation data associated with acombination of a forward tilt and right bank of the gaming controller115 can be substituted by the AMS application to cause an increase inforward speed of the tank with a turn to the right determined by the AMSapplication according to a degree of banking of the gaming controller115 to the right. In the above embodiment, the three dimensionalnavigation data allows a gamer to control any directional vector of thetank including speed, direction, acceleration and deceleration.

In another illustration, the AMS application can detect a new gamingvenue state as a result of the gamer directing the avatar to leave thetank and travel on foot. Once again the AMS application retrieves instep 719 associations related to the gaming venue state. In thisembodiment, selection of buttons of the gaming controller 115 can beassociated by the AMS application with weaponry selection, firing,reloading and so on. The movement of the gaming controller 115 in two orthree dimensions can control the direction of the avatar and/orselection or use of weaponry. Once the gaming venue state is detected instep 719, the AMS application retrieves the associations related to thevenue state, and can perform substitutions of stimuli generated by thegaming controller 115, and/or speech commands received by microphone ofthe headset 114.

The AMS application can monitor in step 720 stimulus signals generatedby the accessories coupled to the gaming console 206. The stimulussignals can be generated by the gamer by manipulating the gamingcontroller 115, and/or by generating speech commands detected by theheadset 114.

If stimulus signals are detected at step 720, then the AMS applicationcan generate stimulations from the stimulus signals based uponconfiguration settings in step 724. In one embodiment, the configurationsettings can establish a digital responsiveness of the AMS applicationto changes in a stimulus signal of an accessory device. For example, aconfiguration setting can determine a speed of response to a movement ofa mouse device. When a mouse device is moved in space, digital data isgenerated indicating a direction and distance of movement relative to aformer position. A polling algorithm in the AMS application can read theoutput data of the mouse device at periodic intervals to determine ifthe mouse position has changed and, if so, the direction and magnitudeof this change. In several embodiments, one or more configurationsettings can be assigned and stored in the AMS application to controldigital responsiveness, resolution, speed, feedback, and/or sensitivityof one or more accessory devices. For example, one or more configurationsettings can be defined for counts per inch (CPI) for movement of aninput device, frames per second (FPS) and/or dots per inch (DPI) for adisplay device, inches per second (IPS) for speed and acceleration of aninput device, lift distance for a three-dimensional input device,polling rate, feedback intensity, scrolling and/or double-click speed,direction sensitivity and/or window pointer speed for an input device.

The configuration settings can affect playing performance when using theaccessory device. For example, the counts per inch setting for a mousedevice can directly affect how a mouse movement is translated into aninput action at an application such as a computer game. If the CPI isset at a low resolution, movements of the input device will appeargrainy or imprecise. This can be a useful setting if the game requiresrapid but imprecise moves and/or is programmed to snap movements to afixed grid pattern. However, if the game play requires precisemovements, then a low CPI resolution can make it difficult or impossibleto succeed at the game. For example, a game that requires precise aimingof a weapon may also require at least a minimum CPI for successful gameplay. As another example, a CPI that set too high can create an inputwith too much resolution. For example, a mouse with too much resolutionfor the application can be seem to be too “busy” in its movements, whereeven the slightest movement of twitch from the user generates a movementoutput. If the gaming application updates the graphical interface uponevery movement of the input device, then this additional resolution cancreate a busy display or twitchy aiming or can even slow down gameexecution.

In one embodiment, the AMS application uses configuration settings tooptimally convert stimulation signals from an accessory device intostimulations than can be further processed by the AMS application orsent directly to an executing game. The configuration settings can allowthe player to configure the accessory device performance to fit theirplaying style and preferences and can be maintained in a player profile.In another embodiment, the configuration settings can be maintained in agame profile so that a player can establish and reuse configurationsettings that are tailored to a particular gaming venue. In oneembodiment, the configuration settings can have a default configurationthat is established by the AMS application and/or by add-in applicationsand/or set-up data associated with each accessory device. For example,the AMS application can have default configuration settings for a mousedevice. In one embodiment, the default configuration settings can bereviewed and updated using the AMS graphical user interface. In anotherembodiment, the default configuration settings can be overwritten byimporting settings for a new or existing device. For example, a newdevice can include configuration setting information that can bedownloaded into the AMS application.

In one embodiment, the AMS application converts each stimulus signalfrom each communicating accessory device into a digital stimulationsignal based on the current configuration settings. For example, the AMScan have configuration settings for a mouse device that include asetting for dots per inch of 1200, and a polling rate of 500 Hertz. Astimulation signal from a communicating mouse device would be processedby the AMS application using these settings to generate a simulationsignal associated with the mouse device.

In step 728, the AMS application can determine whether to forward thestimulations to an Operating System (OS) of the gaming console 206 asstimulations without substitutions. This determination can be made bycomparing the stimulations to an association in the profile. If thestimulations match the associations, then the AMS application proceedsto step 740 where it retrieves substitute stimulations in the profile.In step 742, the AMS application can substitute the stimulations withthe substitute stimulations in the profile. In one embodiment, the AMSapplication can track in step 744 the substitute stimulations byupdating these stimulations with a unique identifier such as a globallyunique identifier (GUID). In this embodiment, the AMS application canalso add a time stamp to each substituted stimulation to track when thesubstitution was performed.

In another embodiment, the AMS application can track each substitutestimulation according to its order of submission to the gamingapplication. For instance, sequence numbers can be generated for thesubstitute stimulations to track the order in which they were submittedto the gaming application. In this embodiment, the substitutestimulations do not need to be updated with sequence numbers oridentifiers so long as the order of gaming action results submitted bythe gaming application to the AMS application remain in the same orderas the substitute stimulations were originally submitted.

For example, if a first stimulation sent to the gaming application bythe AMS application is a command to shoot, and a second stimulation sentto the gaming application is a command to shoot again, then so long asthe gaming application provides a first a game action result for thefirst shot, followed by a game action result for the second shot, thenthe substitute stimulations will not require updating with sequencenumbers since the game action results are reported in the order that thestimulations were sent. If on the other hand, the game action resultscan be submitted out of order, then updating the stimulations withsequence numbers or another suitable identifier would be required toenable the AMS application to properly track and correlate stimulationsand corresponding gaming action results.

Once the stimulations received in step 720 have been substituted withother stimulations in step 742, and the AMS application has chosen aproper tracking methodology for correlating gaming action results withstimulations, the AMS application can proceed to step 748 and submit thesubstitute stimulations to the OS of the gaming console 206. If in step722 the detected stimulation(s) do not match an association in theprofile, then the AMS application proceeds to one of steps 744 or 746 inorder to track the stimulations of the accessory. Once the AMSapplication has performed the necessary steps to track the stimulationas originally generated by the accessory, the AMS application proceedsto step 748 where it submits stimulations (with or withoutsubstitutions) to the OS of the gaming console 206 with or withouttracking information as previously described.

In step 734, the OS determines whether to invoke in step 736 a softwareapplication identified in the stimulation(s) (e.g., gamer says “turn onteam chat”, which invokes a chat application), whether to forward thereceived stimulations to the gaming software application in step 738, orcombinations thereof. Contemporaneous to the embodiments describedabove, the AMS application can monitor in step 750 for game actionresults supplied by the gaming application via a defined API. The gameaction results can be messages sent by the gaming application by way ofthe API of the gaming application to inform the AMS application what hashappened as a result of the stimulations sent in step 738. For instance,suppose the stimulation sent to the gaming application in step 738 is acommand to shoot a pistol. The gaming application can determine that theshot fired resulted in a miss of a target. The gaming application canrespond with a message which is submitted by way of the API to the AMSapplication that indicates the shot fired resulted in a miss. If IDssuch as GUIDs were sent with each stimulation, then the gamingapplication can submit game action results with their corresponding GUIDto enable the AMS application to correlate the gaming action resultswith stimulations having the same GUID.

For example, if the command to shoot included the ID “1234”, then thegame action result indicating a miss will include the ID “1234”, whichthe AMS application can use in step 752 to identify the stimulationhaving the same ID. If on other hand, the order of game action resultscan be maintained consistent with the order of the stimulations, thenthe AMS application can correlate in step 754 stimulations with gameaction results by the order in which stimulation were submitted and theorder in which game action results were received. In step 756, the AMSapplication can catalogue stimulations and game action results. Inanother embodiment, the AMS application can be adapted to catalogue thestimulations in step 760. In this embodiment, step 760 can be performedas an alternative to steps 750 through 756. In another embodiment, step760 can be performed in combination with steps 750 through 756 in orderto generate a catalogue of stimulations, and a catalogue for gamingaction results correlated to the stimulations.

FIG. 8 depicts methods describing illustrative embodiments for adaptiveconfiguration settings in the AMS application. In one embodiment, aplayer may have selected a gaming venue using the AMS application and agaming accessory device. As described in FIGS. 5-7, the AMS applicationcan receive stimulus signals from a gaming accessory device and cangenerate stimulations that are used by a gaming application. Game actionresults can be returned from the gaming application to the AMSapplication and then correlated to the stimulations to generate hardwarestatistics and performance factors for the gaming session. In oneembodiment, in step 804, the AMS application can access a firstperformance snapshot of stimulus signals, stimulations, gaming actionresults, and/or performance factors associated with a first gamingsession. In step 806, the AMS application can access a secondperformance snapshot of stimulus signals, stimulations, gaming actionresults, and/or performance factors associated with a second gamingsession. For example, the stimulus signals, stimulations, gaming actionsresults, and/or performance factors can be saved by the AMS applicationto memory for later access. In one embodiment, the first gaming sessionoccurs before the second gaming session such that differences in thestimulus signals, stimulations, gaming action results, and performancefactors represent changes in player performance over time.

In step 808, the AMS application compares the second performancesnapshot to the first performance snapshot. In one embodiment, the AMSapplication can determine if the second performance snapshot is better,worse, or the same as the first performance snapshot. In one embodiment,the AMS application can make the determination by comparing stimulussignal data, alone, without considering game action results. Forexample, the AMS can determine from the stimulus signal data of anaccessory device that changes have occurred in a player's speed ofmovements, actions, and/or selection of defined macros or special keys.If the player is able to increase a rate of firing a weapon or perform aspecial function like calling for air support, then the AMS applicationcan use this information to deduce that the player has improved. Inanother embodiment, the AMS can evaluate a user's control of anaccessory device, such as a mouse, by capturing stimulus signals duringa gaming application and comparing these captured stimulus signals to astandard threshold of performance or to a prior time period For example,the AMS can sense steadiness or unsteadiness in movements at anaccessory device, such as a mouse. The AMS can detect a “shake” level inuser movements of the mouse in the captured stimulus signals. This“shake” level can be compared to a threshold value or to prior capturedstimulus signals. If the user demonstrates an level of “shake” thatexceeds a threshold or that is larger than a prior level, then the AMScan adjust a configuration setting to compensate. Alternatively, if the“shake” level is in an acceptable range or is decreasing, then the AMSapplication can determine that a change in a configuration setting isnot necessary.

In another embodiment, the AMS application can compare game actionresults of first and second game sessions or can compare game actionresults to a one or more threshold levels. The AMS application candetermine, based upon gaming action results, whether the player isimproving, declining, or staying constant. For example, the gamingresults may indicate that the player is achieving a greater number orpercentage of opponent hits rather than misses or “kills” rather thanmere hits during combat. These observations can be used by AMS todetermine that the player is improving. Alternatively, a reduction inhit or kill rates in the gaming action results can indicate that theplayer is performing more poorly than before. In another embodiment, theAMS application can correlate stimulus signals, stimulations, and gamingresults to generate gamer performance factors, such abilities withcertain weapon types, missions, and or group performance. In anotherembodiment, the performance factors can be used to determine if theplayer's performance is improving, eroding, or staying the same. Inanother embodiment, the AMS application can analyze the stimulus signalsand/or stimulation data during game play for indications of performance.For example, the AMS application can analyze the number of key actionsassociated with “shooting” that occur during a game round or during atime period and compare these to a threshold of performance to determineif the player is performing better than, worse than, or about the sameover time.

If the second performance snapshot is better than or worse than thefirst performance snapshot in step 808, then the AMS application canupdate accessory configuration settings in step 812. For example, theAMS can implement a gradual change in accessory configuration settingfor any improvement in player performance detected in step 808. The AMSapplication can use this process to gradually change the configurationsettings from default or beginner values to intermediate, advanced,and/or expert values over time as the player improves. In oneembodiment, the gradual updating can be determined by an equation, by aset of curves or charts, and/or by a lookup table which can be accessedeach time the AMS application determines that the snapshot dataindicates an improvement in performance. In one embodiment, the AMSapplication can gradually update the configuration settings to valuesassociated with lessor accomplishment if the comparison of first andsecond performance snapshots indicates that the performance of theplayer has degraded over time.

In another embodiment, in step 816 the AMS application can comparestimulus signals, stimulations, gaming action results, and/orperformance factors from a gaming session to one or more thresholds. Insteps 820-828, the stimulus signals, stimulations, gaming actionresults, and/or performance factors, for a gaming session can becompared to one or more thresholds. For example, the stimulus signalsand/or stimulation data can be compared to threshold values for speed ofactions or movements, stability during aiming and/or usage of specialkeys. In another example, the gaming action results can be compared tothreshold values for resulting actions, such as “kills,” misses, andhits. In another embodiment, the performance factors can be compared tothreshold values associated with a player's capabilities in specificroles or mission types. For example, the performance factors canindicate an ability to achieve a mission, to carry out the role ofsniper, and/or to perform in group play. These performance factors canbe given numerical values and then compared to threshold values in step828. If a player's stimulus signals, stimulations, game action results,and/or performance factors exceeds a threshold standard, then the AMSapplication can update one or more configuration settings for theaccessory in step 812.

In one embodiment, the AMS application can monitor stimulus signals,stimulations, game results, and/or performance factors in real-time andcan adjust one or more configuration settings in real time based on themonitored data. For example, during game play, the AMS application canmonitor stimulus signals for a mouse accessory device and game resultsreturned from a gaming application. If the gaming application involvessome form of shooting at objects or virtual persons, then the AMSapplication can determine a number of “shots” taken by logging keystrokes associated with shooting and a number of “hits” by correlatinggame results data to the stimulus signals and/or stimulation data. TheAMS application can then calculate a real-time shooting accuracy basedon a currently-executing game. This shooting accuracy can be compared toa threshold accuracy to determine a player's capability. In oneembodiment, if the player is shooting accurately, then the AMSapplication can adjust a configuration setting to allow the player toachieve even greater results. Alternatively, if the player isinaccurate, then the AMS application can adjust the configurationsetting to improve the player's accuracy.

In one embodiment, the configuration setting can be a dots per inch(DPI) setting for a mouse device. The DPI setting controls deviceresolution. A high DPI setting corresponds to a high resolution. If amouse is used as an aiming device in a game application, then a high DPIresolution will make the mouse more accurate. Very small mouse movementscan be translated into substantial changes in digital data correspondingto mouse position. Thus, it is easier to “aim” a mouse at a virtualcomputer object or person. However, a high DPI resolution will alsocause the mouse to react more slowly to large movement inputs,essentially causing a player to have to move the mouse greater distancesto achieve movements on a playing screen. An inaccurate game player (onewho misses an object or person that they aim at during game play) willtypically benefit from a higher DPI resolution, while an accurate playerwill typically benefit from a lower DPI. This is because an accurateplayer will have achieved the fine motor control ability needed foraiming at virtual objects/persons during game play and can takeadvantage of a lower DPI (“faster”) mouse to respond more quickly togame play events. FIGS. 9A-D illustrate embodiments of adaptiveconfiguration settings controllable by the AMS application.

In FIG. 9A, a constant DPI configuration setting is illustrated. In aconstant DPI setting, a constant DPI value, such as 100 dots per inch,is used for the translating user movements of the mouse into digitaldata. The DPI is set to a constant value no matter how small or largethe mouse movement, or how small or large the acceleration or velocityof the movement. Therefore, the user of the mouse experiences a settranslation of movement of the mouse regardless of whether the movementis a small adjustment of position, such as used in fine aiming, or alarge adjustment of position, such as used for traversing a virtual gamespace or for making large player movements. At startup of the AMSapplication, or as a default setting, the constant DPI configurationsetting 904 can be set to an initial value. The constant DPI provides aconstant level of dampening, or filtering, which converts inputmovements into digital data outputs at a fixed conversion rate. If theAMS application determines from the stimulus signals, stimulations, gameresults, and/or performance factor data that the player is performing ina consistent and efficient manner (without improvement or degradation inplayer performance), then the AMS application can maintain the constantDPI at its pre-set value 904. However, if the AMS application detectsthat the player is struggling with accuracy issues (e.g., frequentmisses), then the AMS application can cause the constant DPI 904 to beincreased to a higher constant DPI values 908, which dampens the usersmovements and provides for more accuracy. In one embodiment, the AMS cancompare accuracy results for a player, over time, by analyzing priorgame session results. In another embodiment, the AMS can perform theanalysis in real-time. By increasing the DPI constant value 908, the AMSapplication can make it easier for a struggling player to aim the mouseat virtual objects and/or persons. In another example, the AMS canreduce dampening of the mouse input by reducing the DPI to a lowerconstant value 912. By reducing the DPI resolution, the mouse willrespond more quickly to player inputs, which will allow the player tocause an avatar to move about a game screen more quickly.

In FIGS. 9B-D, variable DPI configuration settings are illustrated. Inone embodiment, shown in FIG. 9B, a variable DPI is implemented with alinear DPI response that allows the AMS application to automaticallyprovide higher resolution for small movements of a mouse device whileproviding lower resolution for large mouse movements. Alternatively, thecurves of FIG. 9B can be changed to have a negative slope. In thisembodiment, the AMS application can automatically provide higherresolution for small movements of a mouse device while providing lowerresolution for large mouse movements. Some players may want a mouse torespond quickly to large movements while maintaining high accuracy forsmall movements that are typically associated with aiming or steering orvice-versa depending on the gamer's abilities. In one embodiment, thelinear DPI value is implemented as a slope of a line or a linear gainvalue. Changes in mouse position are multiplied by the DPI gain value924 in the generation of digital movement data. The linear DPI slope canbe increased to a higher DPI slope value 928 for an inaccurate player,while an accurate player can be given a reduced DPI slope value 932.

In one embodiment, shown in FIG. 9C, the variable DPI configurationsetting can be implemented as a non-linear response curve 944. The DPIsetting can be used by the AMS application to provide a mouse responsethat is carefully tuned to a player using, for example, a second order(or higher) response curve 944. The AMS can thus provide a variable DPIresponse that conforms to displacement, speed, and/or acceleration ofmovement over a spectrum of input situations. In one embodiment, the DPIcan be set to an initial non-linear DPI curve 944. The AMS applicationcan use real-time or session-to-session analysis to then adjust theconfiguration setting to a new DPI response curve 948 to take intoaccount changes in performance. In another embodiment, the responsecurve 944 can be flipped so that DPI decreases as mouse displacementincreases, and vice-versa as shown by the dotted line.

In one embodiment, shown in FIG. 9D, the variable DPI configurationsetting can be implements as a step-wise (or discrete), response sphere.Device inputs, which can include both magnitude and direction, can bemodeled as input vectors 962. The AMS can use the DPI response sphere964 to provide DPI values that dampen the response to mouse displacementaccording to a concentric series of DPI bands each set to a uniquevalue. In one embodiment, each concentric band of the response sphere962 corresponds to a different DPI value DPI1, DPI2, DPI3. The AMSapplication can use real-time or session-to-session analysis to updatethe configuration setting to a new DPI response curve 962 to take intoaccount changes in performance. For example, as a player improves inperformance, the inner band (DPI1) can be expanded replacing the middleband (DPI2) as shown in the illustration of FIG. 9D.

The foregoing embodiments provide a method for updating a configurationsetting of a gaming accessory according to a performance of a gamer. Theperformance can be monitored in real-time during a gaming session, aftera gaming session (post-game analysis), or both. The performance of thegamer can be determined from a comparison of a current performanceversus a prior performance of the gamer when utilizing the gamingaccessory according to a given configuration setting. In one embodiment,current and prior performances can be determined from stimulus signalsgenerated by the gaming accessory at a given configuration settingduring current and prior gaming sessions without knowledge of how suchstimulus signals affect gaming results. In another embodiment, currentand prior performances can be determined (without analysis of thestimulus signals) from gaming action results provided by a gamingapplication responsive to the stimulus signals generated by the gamingaccessory according to the given configuration setting during currentand prior gaming sessions. In yet another embodiment, current and priorperformances can be determined from a combined analysis of stimulussignals generated by the gaming accessory at the given configurationsetting and the gaming action results provided by the gaming applicationresponsive to such stimulus signals generated during current and priorgaming sessions.

In one embodiment, a gamer's subsequent performance can be determined bycomparing game action results to a first performance threshold foropponent kills resulting from the gamer's use of the gaming accessory ata given configuration setting, a second performance threshold fornon-kill hits of the opponent resulting from the gamer's use of thegaming accessory at the given configuration setting, a third performancethreshold for misses when firing against the opponent resulting from thegamer's use of the gaming accessory at the given configuration setting,or combinations thereof.

For example, when the gamer's use of the gaming accessory generatesgaming action results where kills exceed a first performance thresholdof three kills, where the non kills fall below a second performancethreshold of four non-kill hits, and where the misses fall below a thirdperformance threshold of three misses, the AMS can be configured todetermine that the gamer's performance is better than average. If theprior performance on the other hand was considered average based onthese thresholds, then a comparison of current versus prior performancecan lead to a determination that the gamer has improved in performancebased on the given configuration setting of the gaming accessory. Underthese circumstances, the gamer's performance may be further improved byreducing a dampening of the stimulus signals generated by the gamingaccessory as shown FIG. 9, thereby increasing the sensitivity of thegaming accessory to the gamer's usage of the accessory. Had the gamer'sperformance degraded, the AMS application could be adapted to mitigatethe performance degradation by increasing dampening of the stimulussignals generated by the gaming accessory as shown FIG. 9, therebydecreasing the sensitivity of the gaming accessory to the gamer's usageof the accessory. Had the gamer's performance not changed, theconfiguration setting would be maintained.

In one embodiment, the AMS application can also be configured to set arange for a recognized improvement or degradation (much like ahysteresis region) to avoid excessive changes to the configurationsetting when improvement or degradation is nominal. In yet anotherembodiment, the adjustment of the configuration setting can beprogrammed into a (volatile or non-volatile) memory device of the gamingaccessory for local processing by the gaming accessory. Alternatively,the AMS application can process the stimulus signals generated by thegaming accessory when such signals are received.

Adjustments to the configuration setting of a gaming accessory are notlimited to sensitivity. Any configurable setting of a gaming accessorycan be adjusted based on an analysis by the AMS application of a gamer'son-going performance during a gaming session, after the gaming session,or both. The configuration setting of a gaming accessory can include,for example, configurable settings for counts per inch, frames persecond, inches per second, acceleration, three-dimensional motion, liftdistance, dots per inch, polling rate, feedback intensity, scroll speed,double-click speed, directional sensitivity, window pointer speed, or acombination thereof. Each of these settings can be adjusted according toembodiments of the subject disclosure.

FIGS. 10-11 illustrate embodiments of a system with a correspondingcommunication flow diagram for correlating stimulus signals,stimulations and gaming action results. In this illustration a userclicks a left button of a gaming controller 115. The gaming controller115 can include firmware (or circuitry), which creates an event asdepicted by event 2 in FIG. 10. The button depression and the eventcreation are depicted in FIG. 11 as steps 1102 and 1104. In step 1104,the firmware of the gaming controller 115 can, for example, generate anevent type “left button #3”, and a unique GUID with a time stamp whichis submitted to the AMS application. Referring back to FIG. 10, the AMSapplication catalogues event 3, and, if a substitute stimulation hasbeen predefined, remaps the event according to the substitution. Theremapped event is then transmitted to the gaming application at event 4.Event 3 of FIG. 10 is depicted as step 1106 in FIG. 11. In thisillustration, the AMS application substitutes the left button #3depression stimulus with a “keyboard ‘F’” depression which can beinterpreted by the gaming application as a fire command The AMSapplication in this illustration continues to use the same GUID, butsubstitutes the time stamp for another time stamp to identify when thesubstitution took place.

Referring back to event 4, the gaming application processes the eventand sends back at event 5 a game action result to the AMS applicationwhich is processed by the AMS application at event 6. The AMSapplication then submits the results to the accessory at event 7. Events4 and 5 are depicted as step 1108 in FIG. 11. In this step, the gamingapplication processes “F” as an action to fire the gamer's gun, and thendetermines from the action the result from logistical gaming resultsgenerated by the gaming application. In the present illustration, theaction of firing resulted in a hit. The gaming application submits tothe AMS application the result type “Hit” with a new time stamp, whileutilizing the same GUID for tracking purposes. At step 1110, the AMSapplication correlates the stimulus signals generated by the “leftbutton #3 (and/or the substitute stimulation keyboard “F”) to the gameresult “Hit” and catalogues them in memory. The AMS application thensubmits to the accessory (e.g., gaming controller 115) in step 1110 thegame action results “Hit” with the same GUID, and a new time stampindicating when the result was received. Upon receiving the message fromthe AMS application, the accessory in step 1112 can process the “Hit” byasserting a red LED on the accessory (e.g., left button illuminates inred or other LED of the gaming controller 115 illuminates in red) toindicate a hit. Other notification notices can be used such as anothercolor for the LED to indicate misses, a specific sound for a hit, orkill, a vibration or other suitable technique for notifying the gamer ofthe game action result.

In an embodiment where the AMS application receives gaming results froma gaming application via an API as described above, the communicationflow diagram shown in FIG. 11 can be modified with a more comprehensiveprotocol that includes a weapon type being monitored, misses, non-killhits (i.e., a hit that does not result in a kill), kill hits, and lossof life rate.

The AMS application can present performance factors of each gamer, andthe type of weapons being tracked (e.g., sniper rifle, machine gun, handgun) as shown in FIGS. 11-12. To identify which weapon is being used atany point in time during a gaming session, the AMS application canhighlight the weapon in a distinguishable color such as blue whilekeeping all other weapon rows in gray. The AMS application can calculatean average hit rate from the misses, non-kill hits, and kill hits. TheAMS application can compare gaming action results between the gamers toidentifying leading performance factors as shown in the “Comp Rating”column of each player. In a tournament setting, the performance factorsshown in FIGS. 11 and 12 can be shown in side-by-side monitors, ortogether in a JumboTron™ display such as those used in sporting eventsor the like.

As the gamer is competing, the input functions of the gaming controller115 can be highlighted and moved (in the case of knobs) to show theaudience how the gaming controller 115 is being used by the gamer. Thehealth of the gamer's avatar can be shown below the gaming controller115. To further enhance the experience for the audience, the gamer'simage can be shown as a video clip during the competition. The AMSapplication can also be adapted to present a portion of the video gameassociated with each gamer as shown in FIGS. 12-13.

The methods of FIGS. 5-8 can be adapted to operate in whole or in partin a gaming accessory, in an operating system of a computer, in a gamingconsole, in a gaming application that generates the video game, in adongle, or any other suitable software application and/or device. Themethod of FIGS. 5-8 can be adapted to ignore or filter game actionresults, which may not be relevant to the gamer or analysts. Forinstance, the AMS application can be adapted to ignore (or filter) gameaction results relating to navigation of the avatar (e.g., turn around,jump, etc.). The AMS application can also be adapted to ignore (orfilter) game action results relating to preparatory actions such asreloading a gun, switching between weapons, and so on. In anotherembodiment, the AMS application can be adapted to selectively monitoronly particular game result actions such as misses, non-kill hits,kills, and life of the avatar. The AMS application can also be adaptedto monitor gaming action results with or without temporal dataassociated with the stimuli and game action results.

In one embodiment, the AMS application can be adapted to track stimuli(or substitutions thereof) by submission order, and order of gamingaction results supplied by the gaming application, and performcataloguing thereof by the respective order of stimuli and gaming actionresults. The items can be catalogued by the AMS application with orwithout temporal data.

In one embodiment, the AMS application can be adapted to collect gamingaction results for “all” or a substantial portion of stimuli (orsubstitutions thereof) transmitted to the gaming application. In thisembodiment, the AMS application can be adapted to enable a gamer toreplay portions of the game to allow the gamer to visualize (in slowmotion, still shots, or regular play speed) the actions taken by thegamer (i.e., accessory stimuli and/or substitute stimuli) to help thegamer identify areas of the game where his/her performance can beimproved.

In one embodiment, the AMS application can be implemented as adistributed system (e.g., one or more servers executing one or morevirtual machines) enabling multiples users to control aspects of the AMSapplication. For example, in a tournament setting, gaming analystshaving access to the AMS application can request a replay of portions ofthe game to demonstrate exceptional plays versus missed plays at aJumboTron™ display. The gamers can access the AMS application toestablish new substitute stimuli, perform calibrations on macros, orinvoke or create additional gaming profiles. Portions of the AMSapplication can also be implemented by equipment of unaffiliated partiesor service providers of gaming services.

In one embodiment, the AMS application can be adapted to substitute anaccessory stimulus (or stimuli) signal with a macro comprising acombination of substitute stimulation, and track the macro when gamingaction results are received from the gaming application—rather thantrack each individual substitute stimulation of the macro. The AMSapplication can be adapted to monitor macros by tracking an order ofstimuli (or substitutes) associated with the macro that are transmittedto the gaming application and by tracking an order of gaming actionresults received from the gaming application, which are associated withthe macro. Alternatively, or in combination the AMS application can adda unique identifier to the substitute stimuli to identify the stimuli asbeing associated with the macro.

The AMS application can be adapted to catalogue the gaming actionresults associated with the macro in a manner that allows the gamer toidentify a group of gaming action results as being associated with themacro. The AMS application can also be adapted to collect sufficientdata to assess each individual gaming action result of the macro (e.g.,temporal data, hits, misses, etc.). The presentation of catalogued macrodata can be hierarchical. For example, the AMS application can present aparticular macro by way of a high level GUI that indicates the macrocaused a kill. The AMS application can be adapted to enable the gamer toselect a different GUI that enables the user to visualize a gamingaction result for each stimulation of the macro to determine howeffective the macro was in performing the kill, and whether furtheradjustments of the macro might improve the gamer's performance.

In one embodiment, the AMS application can be adapted to present more orless competitive information than is shown in FIGS. 12-14. In oneembodiment, for example, the AMS application can be adapted to presentcompetitive information without the virtual peripherals. In one example,the AMS application can be adapted to present scrollable pages ofcompetitive information with or without the virtual peripherals. Inanother illustration, the AMS application can be adapted to presentcompetitive information without a viewing of the game or the gamer.Other variants of presenting competitive information or other data shownin FIGS. 11-14 are contemplated by the present disclosure.

FIG. 14 depicts an exemplary diagrammatic representation of a machine inthe form of a computer system 1400 within which a set of instructions,when executed, may cause the machine to perform any one or more of themethods discussed above. One or more instances of the machine canoperate as any of devices depicted in FIGS. 1-3, and FIG. 15. In someembodiments, the machine may be connected (e.g., using a network) toother machines. In a networked deployment, the machine may operate inthe capacity of a server or a client user machine in server-client usernetwork environment, or as a peer machine in a peer-to-peer (ordistributed) network environment.

The machine may comprise a server computer, a client user computer, apersonal computer (PC), a tablet PC, a smart phone, a laptop computer, adesktop computer, a control system, a network router, switch or bridge,or any machine capable of executing a set of instructions (sequential orotherwise) that specify actions to be taken by that machine. It will beunderstood that a communication device of the present disclosureincludes broadly any electronic device that provides voice, video ordata communication. Further, while a single machine is illustrated, theterm “machine” shall also be taken to include any collection of machinesthat individually or jointly execute a set (or multiple sets) ofinstructions to perform any one or more of the methods discussed herein.

The computer system 1400 may include a processor 1402 (e.g., a centralprocessing unit (CPU), a graphics processing unit (GPU, or both), a mainmemory 1404 and a static memory 1406, which communicate with each othervia a bus 1408. The computer system 1400 may further include a videodisplay unit 1410 (e.g., a liquid crystal display (LCD), a flat panel,or a solid state display. The computer system 1400 may include an inputdevice 1412 (e.g., a keyboard), a cursor control device 1414 (e.g., amouse), a disk drive unit 1416, a signal generation device 1418 (e.g., aspeaker or remote control) and a network interface device 1420.

The disk drive unit 1416 may include a tangible computer-readablestorage medium 1422 on which is stored one or more sets of instructions(e.g., software 1424) embodying any one or more of the methods orfunctions described herein, including those methods illustrated above.The instructions 1424 may also reside, completely or at least partially,within the main memory 1404, the static memory 1406, and/or within theprocessor 1402 during execution thereof by the computer system 1400. Themain memory 1404 and the processor 1402 also may constitute tangiblecomputer-readable storage media.

Dedicated hardware implementations including, but not limited to,application specific integrated circuits, programmable logic arrays andother hardware devices can likewise be constructed to implement themethods described herein. Applications that may include the apparatusand systems of various embodiments broadly include a variety ofelectronic and computer systems. Some embodiments implement functions intwo or more specific interconnected hardware modules or devices withrelated control and data signals communicated between and through themodules, or as portions of an application-specific integrated circuit.Thus, the example system is applicable to software, firmware, andhardware implementations.

In accordance with various embodiments of the present disclosure, themethods described herein are intended for operation as software programsrunning on a computer processor. Furthermore, software implementationscan include, but not limited to, distributed processing orcomponent/object distributed processing, parallel processing, or virtualmachine processing can also be constructed to implement the methodsdescribed herein.

While the tangible computer-readable storage medium 622 is shown in anexample embodiment to be a single medium, the term “tangiblecomputer-readable storage medium” should be taken to include a singlemedium or multiple media (e.g., a centralized or distributed database,and/or associated caches and servers) that store the one or more sets ofinstructions. The term “tangible computer-readable storage medium” shallalso be taken to include any non-transitory medium that is capable ofstoring or encoding a set of instructions for execution by the machineand that cause the machine to perform any one or more of the methods ofthe present disclosure.

The term “tangible computer-readable storage medium” shall accordinglybe taken to include, but not be limited to: solid-state memories such asa memory card or other package that houses one or more read-only(non-volatile) memories, random access memories, or other re-writable(volatile) memories, a magneto-optical or optical medium such as a diskor tape, or other tangible media which can be used to store information.Accordingly, the disclosure is considered to include any one or more ofa tangible computer-readable storage medium, as listed herein andincluding art-recognized equivalents and successor media, in which thesoftware implementations herein are stored.

Although the present specification describes components and functionsimplemented in the embodiments with reference to particular standardsand protocols, the disclosure is not limited to such standards andprotocols. Each of the standards for Internet and other packet switchednetwork transmission (e.g., TCP/IP, UDP/IP, HTML, HTTP) representexamples of the state of the art. Such standards are from time-to-timesuperseded by faster or more efficient equivalents having essentiallythe same functions. Wireless standards for device detection (e.g.,RFID), short-range communications (e.g., Bluetooth, WiFi, Zigbee), andlong-range communications (e.g., WiMAX, GSM, CDMA, LTE) are contemplatedfor use by computer system 1400.

The illustrations of embodiments described herein are intended toprovide a general understanding of the structure of various embodiments,and they are not intended to serve as a complete description of all theelements and features of apparatus and systems that might make use ofthe structures described herein. Many other embodiments will be apparentto those of skill in the art upon reviewing the above description. Otherembodiments may be utilized and derived therefrom, such that structuraland logical substitutions and changes may be made without departing fromthe scope of this disclosure. Figures are also merely representationaland may not be drawn to scale. Certain proportions thereof may beexaggerated, while others may be minimized Accordingly, thespecification and drawings are to be regarded in an illustrative ratherthan a restrictive sense.

Although specific embodiments have been illustrated and describedherein, it should be appreciated that any arrangement calculated toachieve the same purpose may be substituted for the specific embodimentsshown. This disclosure is intended to cover any and all adaptations orvariations of various embodiments. Combinations of the aboveembodiments, and other embodiments not specifically described herein,are contemplated by the present disclosure.

The Abstract of the Disclosure is provided with the understanding thatit will not be used to interpret or limit the scope or meaning of theclaims. In addition, in the foregoing Detailed Description, it can beseen that various features are grouped together in a single embodimentfor the purpose of streamlining the disclosure. This method ofdisclosure is not to be interpreted as reflecting an intention that theclaimed embodiments require more features than are expressly recited ineach claim. Rather, as the following claims reflect, inventive subjectmatter lies in less than all features of a single disclosed embodiment.Thus the following claims are hereby incorporated into the DetailedDescription, with each claim standing on its own as a separately claimedsubject matter.

What is claimed is:
 1. A device, comprising: a memory that storesinstructions; and a processor coupled to the memory, wherein theprocessor, responsive to executing the instructions, performs operationscomprising: processing a plurality of stimulus signals generated by agaming accessory during a gaming session according to a configurationsetting associated with the gaming accessory to generate a plurality ofstimulations; transmitting the plurality of stimulations to a gamingapplication; receiving from the gaming application a plurality of gameaction results responsive to transmitting the plurality of stimulations;comparing the plurality of game action results to a targeted performancethreshold; determining whether the plurality of game action resultsexceed or fall below the targeted performance threshold; and adjustingthe configuration setting according to whether the gaming action resultsexceed or fall below the targeted performance threshold.
 2. The deviceof claim 1, wherein the operations further comprise: correlating theplurality of stimulations to the plurality of game action results togenerate a performance factor associated with the gaming accessory; andcomparing the performance factor associated with the gaming accessory tothe targeted performance threshold, wherein the configuration setting isadjusted according to the comparing of the performance factor to thetargeted performance threshold.
 3. The device of claim 2, wherein theperformance factor comprises opponent kills, non-kill hits of theopponent, misses when firing against the opponent, or any combinationthereof as determined from the plurality of game action results, andwherein the targeted performance threshold comprises a first performancethreshold for opponent kills, a second performance threshold fornon-kill hits of the opponent, a third performance threshold for misseswhen firing against the opponent, or any combination thereof.
 4. Thedevice of claim 3, wherein the comparing of the performance factor tothe targeted performance threshold comprises determining from thecomparing that the performance factor exceeds or falls below the firstperformance threshold, the second performance threshold, the thirdperformance threshold, or any combination thereof, and wherein theadjusting of the configuration setting comprises adjusting theconfiguration setting according to the determination that theperformance factor exceeds or falls below the first performancethreshold, the second performance threshold, the third performancethreshold, or any combination thereof.
 5. The device of claim 1, whereinthe configuration setting comprises counts per inch, frames per second,inches per second, acceleration, lift distance, dots per inch, pollingrate, feedback intensity, scroll speed, double-click speed, directionalsensitivity, window pointer speed, or any combination thereof.
 6. Thedevice of claim 1, wherein the operations further comprise: identifyingfrom a user profile a substitute stimulation associated with a firststimulus signal associated with the gaming accessory; detecting thefirst stimulus signal from the plurality of stimulus signals generatedby the gaming accessory; and substituting the first stimulus signal inthe plurality of stimulus signals with the substitute stimulationresponsive to detecting the first stimulus signal.
 7. The device ofclaim 1, wherein the operations further comprise adding a uniqueidentifier to each of the plurality of stimulations, wherein each of theplurality of game action results received from the gaming applicationcomprise the unique identifier.
 8. The device of claim 1, wherein theoperations further comprise: presenting an adjusted configurationsetting for user approval; receiving an acceptance of the adjustedconfiguration setting; and storing the adjusted configuration settingfor processing additional stimulus signals generated by the gamingaccessory responsive to receiving the acceptance.
 9. The device of claim1, wherein the gaming accessory comprises one of a mouse, a keyboard, orany combination thereof.
 10. The device of claim 1, wherein theconfiguration setting comprises a first constant value during the gamingsession, and wherein the adjusting of the configuration settingcomprises adjusting the configuration setting to a second constant valueaccording to whether the gaming action results exceed or fall below thetargeted performance threshold.
 11. The device of claim 1, wherein theconfiguration setting comprises a first variable value during the gamingsession, and wherein the adjusting of the configuration settingcomprises adjusting the configuration setting to a second variable valueaccording to whether the gaming action results exceed or fall below thetargeted performance threshold.
 12. The device of claim 1, wherein theconfiguration setting comprises configuration data that modifiesstimulus signals generated by the gaming accessory according to a firstconfiguration profile to produce the plurality of stimulus signals,wherein the adjusting of the configuration setting causes modificationof the stimulus signals generated by the gaming accessory according to asecond configuration profile to generate adjusted stimulus signals, andwherein the adjusted stimulus signals resule in mitigating gamingperformance due to a degradation in the performance of a utilization ofthe gaming accessory or augmenting the gaming performance due to animprovement in the performance of the utilization of the gamingaccessory.
 13. The device of claim 12, wherein the adjusting of theconfiguration setting provides for increasing a dampening of theplurality of stimulus signals responsive to the degradation in theperformance of the utilization of the gaming accessory, or provides fordecreasing the dampening of the plurality of stimulus signals responsiveto the improvement in the performance of the utilization of the gamingaccessory.
 14. The device of claim 1, wherein the configuration settingcomprises a linear configuration setting, a non-linear configurationsetting, or any combination thereof.
 15. A method, comprising:processing, by a system comprising a processor, a plurality of stimulussignals generated by a gaming accessory during a gaming sessionaccording to a configuration setting associated with the gamingaccessory to generate a plurality of stimulations; transmitting, by thesystem, the plurality of stimulations to a gaming application;receiving, by the system, from the gaming application a plurality ofgame action results responsive to transmitting the plurality ofstimulations; correlating, by the system, the plurality of stimulationsto the plurality of game action results to generate a performance factorassociated with the gaming accessory; comparing, by the system, theperformance factor associated with the gaming accessory to a targetedperformance threshold; and adjusting, by the system, the configurationsetting according to whether the performance factor exceeds or fallsbelow the targeted performance threshold.
 16. The method of claim 15,wherein the performance factor comprises opponent kills, non-kill hitsof the opponent, misses when firing against the opponent, or anycombination thereof as determined from the plurality of game actionresults, and wherein the targeted performance threshold comprises afirst performance threshold for opponent kills, a second performancethreshold for non-kill hits of the opponent, a third performancethreshold for misses when firing against the opponent, or anycombination thereof.
 17. The method of claim 15, further comprisingadding, by the system, a unique identifier to each of the plurality ofstimulations, wherein each of the plurality of game action resultsreceived from the gaming application comprise the unique identifier. 18.The method of claim 15, wherein the configuration setting comprises alinear configuration setting, a non-linear configuration setting, or anycombination thereof.
 19. A machine-readable storage medium, comprisingexecutable instructions that, when executed by a processor, facilitateperformance of operations, comprising: processing a plurality ofstimulus signals generated by a gaming accessory during a gaming sessionaccording to a configuration setting associated with the gamingaccessory to generate a plurality of stimulations; transmitting theplurality of stimulations to a gaming application; receiving from thegaming application a plurality of game action results responsive totransmitting the plurality of stimulations; correlating the plurality ofstimulations to the plurality of game action results to generate aperformance factor associated with the gaming accessory; and adjustingthe configuration setting according to whether the performance factorexceeds or falls below a targeted performance threshold.
 20. Themachine-readable storage medium of claim 19, wherein the performancefactor comprises opponent kills, non-kill hits of the opponent, misseswhen firing against the opponent, or any combination thereof asdetermined from the plurality of game action results, and wherein thetargeted performance threshold comprises a first performance thresholdfor opponent kills, a second performance threshold for non-kill hits ofthe opponent, a third performance threshold for misses when firingagainst the opponent, or any combination thereof.